Mercurial > sdl-ios-xcode
view src/video/SDL_blendrect.c @ 4788:0bfda420c936
Put in a couple of fixes that I realized hadn't gotten done when I wrote out the SCRUM stuff in TODO. Added SCRUM listings in TODO.
author | Eli Gottlieb <eligottlieb@gmail.com> |
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date | Fri, 09 Jul 2010 20:24:44 -0400 |
parents | f7b03b6838cb |
children | aa8888658021 |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2010 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ #include "SDL_config.h" #include "SDL_video.h" int SDL_BlendRect(SDL_Surface * dst, const SDL_Rect * rect, int blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a) { SDL_Rect full_rect; SDL_Point points[5]; if (!dst) { SDL_SetError("Passed NULL destination surface"); return -1; } /* If 'rect' == NULL, then outline the whole surface */ if (!rect) { full_rect.x = 0; full_rect.y = 0; full_rect.w = dst->w; full_rect.h = dst->h; rect = &full_rect; } points[0].x = rect->x; points[0].y = rect->y; points[1].x = rect->x+rect->w-1; points[1].y = rect->y; points[2].x = rect->x+rect->w-1; points[2].y = rect->y+rect->h-1; points[3].x = rect->x; points[3].y = rect->y+rect->h-1; points[4].x = rect->x; points[4].y = rect->y; return SDL_BlendLines(dst, points, 5, blendMode, r, g, b, a); } int SDL_BlendRects(SDL_Surface * dst, const SDL_Rect ** rects, int count, int blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a) { int i; for (i = 0; i < count; ++i) { if (SDL_BlendRect(dst, rects[i], blendMode, r, g, b, a) < 0) { return -1; } } return 0; } /* vi: set ts=4 sw=4 expandtab: */